#version 330 core

in vec3 v3_color;
in vec2 v2_texcoord;

uniform float time;
uniform sampler2D texture1;
uniform sampler2D texture2;

out vec4 fragColor;

void main()
{
    //vec4 color = mix(texture(texture1, v2_texcoord), texture(texture2, vec2(1 - v2_texcoord.x, v2_texcoord.y)), 0.2);
    vec4 color = texture(texture1, v2_texcoord);
    fragColor = color;
}